
uniform vec4 outlineColor;

in vec4 radii;
in vec4 fillColor;
out vec4 fragColor;

void main() {
	float dist = length(gl_PointCoord - vec2(0.5));

// transparent outside of point
// --- 0 ---
// smooth transition
// --- 1 ---
// pure outline color
// --- 2 ---
// smooth transition
// --- 3 ---
// pure fill color
// ...
// dist = 0 at center of point

	float midStroke = 0.5 * (radii[1] + radii[2]);

	if (dist > midStroke) {
		fragColor.rgb = outlineColor.rgb;
		fragColor.a = mix(outlineColor.a, 0.0, smoothstep(radii[1], radii[0], dist));
	}
	else
		fragColor = mix(fillColor, outlineColor, smoothstep(radii[3], radii[2], dist));
}
